HardCuts HardCuts Render

One complete
3D asset creation pipeline.

From the first voxel shape to the final painted surface. Model, sculpt, retopologize, unwrap, bake, and texture your asset in one connected workflow.

Five steps. One video.

Watch the full workflow.

See the five steps below together in one overview, from the first voxel shape to the textured asset. Use the individual clips below to revisit each stage.

Watch on YouTube (opens in a new tab)

01 HardCuts

Voxel Modeling & Booleans

Start with the shape.

Build your base forms with voxel modeling and booleans. Combine shapes, cut openings, and refine the silhouette before moving into surface detail.

  • Voxel modeling
  • Boolean cutters
  • Shape creation

A solid foundation for your asset.

01 / Build a base shape, then combine and cut forms with booleans.

02 HardCuts

Sculpting Brushes

Give the surface its character.

Move from the blockout to a detailed high-poly model. Shape and refine the surface with sculpting brushes, use masks to control your strokes, and add the details that define the asset.

  • Sculpting brushes
  • Masks & symmetry
  • High-poly detail

A detailed high-poly source.

02 / Refine the form and add surface detail with sculpting brushes.

03 HardCuts

Full-featured Retopology

Take control of every edge.

Build a low-poly mesh over your sculpt with a full set of retopology tools. Create and extend quads, connect loops, fill surfaces, and refine the edge flow with surface snapping. Start manually or use Auto Retopo as your starting point.

  • Manual & Auto Retopo
  • Loops, bridges & surface fill
  • Surface snapping

A low-poly mesh that follows your design.

03 / Build and refine the low-poly surface with the retopology toolset.

04 HardCuts

Auto UV Unwrapping & Map Baking

Carry the sculpt into the low poly.

Automatically unwrap your low-poly mesh and pack its UV islands, then bake Normal and Ambient Occlusion maps from the high-poly source. Carry the sculpted surface detail into your low poly and send the mesh, UVs, and baked maps to HardCuts Render.

  • Automatic unwrapping
  • Packed UV islands
  • Normal maps
  • Ambient occlusion

A UV-mapped low-poly asset with baked Normal and AO maps.

04 / Automatically unwrap the low poly, bake Normal and Ambient Occlusion maps, and inspect the result.

HardCuts HardCuts Render

Take your low-poly mesh, UVs, and baked Normal & AO maps straight into HardCuts Render. Continue with materials and painting.

05 HardCuts Render

A Complete Texture Painting Suite

Make it your own.

Finish your asset in HardCuts Render with PBR materials, fill and paint layers, masks, and procedural effects. Paint directly onto your UV-mapped model, build up material variation, and add wear and fine details while keeping the baked Normal and AO maps in place. Then export your finished asset for Blender or game engines, with support for Unity (URP and HDRP) and Unreal Engine.

  • PBR materials
  • Fill & paint layers
  • Masks & generators
  • Texture painting

A textured asset, ready for Blender, Unity (URP and HDRP), or Unreal Engine.

05 / Combine PBR materials, layers, masks, and brushwork on the asset.

From creation to presentation

Your asset. Ready for what comes next.

Set up lighting and render your finished asset, or export your mesh and maps for the next stage of your project. The complete creation workflow starts with HardCuts and HardCuts Render.